Refactor engine shaders folder to have better organization
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@@ -207,7 +207,7 @@ void ParticleEmitterGPUGenerator::ProcessModule(Node* node)
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auto roughness = tryGetValue(node->GetBox(3), 5, Value::Zero).AsFloat();
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auto intensity = tryGetValue(node->GetBox(4), 6, Value::Zero).AsFloat();
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auto octavesCount = tryGetValue(node->GetBox(5), 7, Value::Zero).AsInt();
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_includes.Add(TEXT("./Flax/Noise.hlsl"));
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_includes.Add(TEXT("./Flax/Math/Noise.hlsl"));
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// TODO: build fieldTransformMatrix and invFieldTransformMatrix on CPU and pass in constant buffer - no need to support field transform per particle
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_writer.Write(
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TEXT(
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@@ -619,7 +619,7 @@ void ParticleEmitterGPUGenerator::ProcessModule(Node* node)
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String wsPos = position.Value;
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if (IsLocalSimulationSpace())
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wsPos = String::Format(TEXT("mul(float4({0}, 1), WorldMatrix).xyz"), wsPos);
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_includes.Add(TEXT("./Flax/GlobalSignDistanceField.hlsl"));
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_includes.Add(TEXT("./Flax/Utils/GlobalSignDistanceField.hlsl"));
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_writer.Write(
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TEXT(
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" {{\n"
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@@ -900,7 +900,7 @@ void ParticleEmitterGPUGenerator::ProcessModule(Node* node)
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const Value stickForce = GetValue(node->GetBox(3), 5).AsFloat();
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auto param = findOrAddGlobalSDF();
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_includes.Add(TEXT("./Flax/GlobalSignDistanceField.hlsl"));
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_includes.Add(TEXT("./Flax/Utils/GlobalSignDistanceField.hlsl"));
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_writer.Write(
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TEXT(
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" {{\n"
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@@ -924,7 +924,7 @@ void ParticleEmitterGPUGenerator::ProcessModule(Node* node)
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{
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COLLISION_BEGIN();
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auto param = findOrAddGlobalSDF();
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_includes.Add(TEXT("./Flax/GlobalSignDistanceField.hlsl"));
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_includes.Add(TEXT("./Flax/Utils/GlobalSignDistanceField.hlsl"));
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const Char* format = IsLocalSimulationSpace()
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? TEXT(
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" {{\n"
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